@admiralpixel15 , I zoned out and went overboard with thisI just wanted to address you increasing the density of the rounded corner geometry. For a clean, controllable curve all you need is three edges, as shown above.This way it's extremely easy to tweak the angle of each curve. Simply move one single edge up or down:It's also extremely easy to change the profile of the entire curve, make it sharper, etc.Below is the cage model for the complete mesh, without modifiers. I manually remove the edge created by the symmetry modifier for the rightmost edge (you can see in the above wireframe images that there's no centerline running through the rounded corner.Modifier stack:TurboSmoothQuad ChamferRadial SymmetrySymmetry (vertical)Symmetry (the special case one, this is hidden until I need to mirror some manual work)Cage without Quad Chamfer and Turbosmooth:
Perna advised to check out this thread. I had a little pinch issue on a mesh in another thread. I did a paint over on my image since im not home. So I think I need to use more edges to begin with so those extra edges can also be used as support loops. Also make sure to check the edge spacing. I originally created this flat, cut in the edges, cloned and bent the segments to get the shape.
Hi Does anybody have a solution about that weirdness on the top of my sphere.Thankx a lot
Bump uh little help fellas on my post above
If I were to work more with splines I'd not hesitate to purchase Polyline Pro by @miauu.
You always seem to know the best plugins/scripts for max, which ones would you recommend that all max users should have?
@perna Do you also offer possibility of confession ? Anyway, I ll try to remodel and do what you suggested, altough I have no idea what modifiers you used there.
now the real question would be, why does your mesh have this density at that stage? wouldnt it be simpler to model with the minimum amount of faces now and subdivide later?
@PetSto , in terms of just topology, below are some standard approaches. The shape construction for this mesh is non-trivial though, if you want it mathematically perfect. The sphere section of the corner fillet has to resolve smoothly into the edge fillet. Would be interesting to see how people would approach that.